Includes all previous Winterstorm and Kharkov content for FREE, in addition to the all new content listed below. This is the complete Panzer Command for the Eastern Front and the perfect way to get started if you have never played Panzer Command before.

If you own Panzer Command: Kharkov, this will be provided to you as a MASSIVE FREE UPDATE. If you are new to Panzer Command, this will replace the current Winterstorm and Kharkov releases (once it releases, it will be the only Panzer Command release in our catalog) and will be a great affordable new starting point and a way to get all the previous content as well as the new features and content below at a very reasonable price.

10 Preset Historical Campaigns

Choose a campaign and progress through a series of linked battles where your core force stays with you for the campaign and gains experience and medals.

Choose a time period, a number of missions and a core force and progress through a series of randomly generated linked battles where your core force stays with you for the campaign and gains experience and medals and even equipment upgrades for the longer campaigns.

All of the random battle and campaign input files are easily accessible and can be custom-configured for additional options, though no file editing is required for any of the above!

Random battles and campaigns can also be shared with other players.

Updated Manual

Includes all the new rules and comprehensive tables on game modifiers and effects as well as historical background and detailed documentation for all of the editors and random generators.

Separate tutorial guide

New Maps

More than thirty new maps that combine to give a representative variety of Eastern Front terrain. Some are used in the campaigns and scenarios, others are available for random battle and campaign play.

New Full Map Maker!

Make your own maps of historical locations. Designed to work with public terrain and height databases to automatically generate a 3D terrain mesh from real-world data. Pick your location, pick your map size and click! Additional tools to automate the placement of structures and items such as trees and shrubs assist map designers in putting together a realistic map in record time.

Panzer Command now supports 500m, 750m, 1000m, 1500m and 2000m maps. This allows the vast majority of historical WWII battles to be properly modelled and the larger map sizes allow plenty of room for maneuver.

The Scene Editor has also been improved for easier tweaking of object placement.

50+ New Fully Modeled and Animated Units spanning the 1941-1945 period on the Eastern Front (note that these are in addition to all units from Winterstorm and Kharkov)

German

Jagdpanther

Brummbar (Early, Middle and Late)

Hetzer

Jagdpanzer IV (IV, IV Late, IV 70A, IV 70V)

Panzer VI Tiger II (King Tiger)

150mm sIG33

StuG IIIB

Grille (M and M Late)

Elefant

Panzer IVG and IVH Schurzen

Pz Kpfw T34-76 M40

Pz Kpfw T-70 M42

Marder IIIM

Maus

Panzer IIC, IID, J-VK, IIL

Flammpanzer II

Panzer II G-J ohne Aufbau

SdKfz 221, 221 Late, 221 PzB 39

SdKfz 223

SdKfz 234 Puma

SdKfz 250/11 Pzbuk, Halbkette ob-com, 250/09, 250 Neu

Luftwaffe Flaktruppen

Gebirgsjaeger Infantry

Pioneers with Satchel Charges

Almost all previous units overhauled and improved with better models, animations and textures

Almost all previous units overhauled and improved with better models, animations and textures

New Improved Interface and Order Improvements

New Waypoints for Platoon and Unit Orders

Infantry units can now auto-mount as part of a movement path. No longer do you have to wait for the next phase to enter a building!

New Full Resizable Battle Message Log, with color-coded event messages and highlighted messages based on the selected unit. This makes it easier than ever to understand what is happening to your units wherever they are on the map.

You can now click on the unit or the unit’s floating icon to select it.

Double click on any unit or its floating icon on the map to move to it

Order and unit behavior re-worked for consistency

Improved Pathing and Collision Handling

Hotkeys for all orders and sub-orders, including use of the space bar to pop up and hide the order menu

New Single/Group Orders hotkey

New Charge orders allow Soviet human waves and ramming of tanks into other tanks and AT guns

Scenario Briefing is now available from within the battle

Improved camera behaviour, more realistic “binocular view” and no more “ground bounce”

Mousewheel scroll support and page up/page down buttons on most game screens

Configuration screen and intro movie will be skipped once they are successfully run once

All Core units are automatically purchased in set battles to save time (they can always be “unpurchased” if desired).

The Unit HUD now displays a green indicator if a HQ unit is in communication and able to call for off-map support. No need to check each HQ unit, this information is now available at a glance.

New 3-D Targeting box to show the area of effect for Area fire

New Unit and HUD icons now clearly differentiate HQ and Non-HQ units

New Cinematic view hotkey to show just the battlefield and units while removing all interface elements.

Improved Minimap

Selected unit icon animation for higher visibility

Enlarge the displayed unit model size for improved visibility

New Covered Path option

Automatic “grid” display option for new maps

Improved targeting and LOS tool to distinguish area and direct fire

New Full 3D Sound System with resampled sounds for a much more immersive environment

New PBEM Multiplayer System for easy and streamlined play

New Victory rankings at the end of each scenario that rate each player’s performance, also useful for ladder rankings

New Animated On-Map Air Support

Not only more impressive visually, but the air support system is now more realistically modelled in the gameplay as far as arrival, visibility and targeting

New Rewind Ability in Turn Replay

New Realistic Ammo Counts for all units

New Physics System for more realistic vehicle movement across all terrain types

I own both PC:OW and PZ:K but I will be delighted to buy PZ:O in order to show my support for the developers, testers, designers, etc. who have stayed the course with this project. Plus, I have always considered wargame boxes (and now, jewel cases) to be athletic trophies for the unathletically inclined. So it will be nice just to have the box on the shelf in my computer room.

Thanks! I thought the PCs I bought were lost case and wasted money but this brings my belief back. Sounds like a great update.

_____________________________

"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."- unknown poster "Those who dont read history are destined to repeat it."– Edmund Burke

New Realistic Ammo Counts for all units. Does this mean ammo will be listed by type and number of rounds available by vehicle? Improved Fog of War. In what way? The more FoG the better in a tactical level game.

ORIGINAL: James Crowley New Realistic Ammo Counts for all units. Does this mean ammo will be listed by type and number of rounds available by vehicle?

Yes, just like that.

quote:

Improved Fog of War. In what way? The more FoG the better in a tactical level game.

Enemy units are not identified as quickly and not with respect to their full "friendly" identification and some inconsistencies in the sighting system with respect to how it would show unidentified target that were targeting your units have been cleared up. In the past releases, you got some "free info" on enemy units and could sometimes see targeting lines from unspotted enemy units that were targeting you.

Regarding FOW ... will the log messages received not be so explicit about what you have killed? (meaning that they were explicit to the point that you could infer what was still out there to be killed in the previous release)

Regarding FOW ... will the log messages received not be so explicit about what you have killed? (meaning that they were explicit to the point that you could infer what was still out there to be killed in the previous release)

Thanks.

Mark,

The log messages tell you what kind of vehicle is killed (ie BA-10) but does not tell you the Unit ID, so you no longer see the organizational structure of the killed enemy unit. You do still see your own units organizational structure of course.

Yep, that was exactly what I was referring too. It was the "Unit-N of Group Killed" that sort of told the player who else was out there.

It seems I've been playing CMx1 for a decade now. It sounds like Ostfront is going to be a great alternative to CMx1. I would not pontificate on which would be better as they each have different strengths and weaknesses. But this should be great (for me) as I was sad to see CMx1 put out to pasture. It is good to see this engine alive, evolving, and that some of the CM community stars are here polishing this one. It looks like another decade of WEGO WWII gaming for me. After that, I will have to check if the nursing home has broadband access in the residents rooms. :)

I just want to congratulate everyone who has been involved in the development of this game. You are all to be congratulated. I cannot wait to get my hands on the game!!

A quick question regarding armoured units. Are you able to orientate the turret away from the longitudanal axis of the vehicle? There are times when a platoon is travelling in column where I like to have each second tank concentrating to the left or right of the direction of travel. That is the first tank looking front right quarter, second tank left front quater, third tank right front quarter etc. If this is possible how does it impact on sighting of enemy units for the vehicle?

I just want to congratulate everyone who has been involved in the development of this game. You are all to be congratulated. I cannot wait to get my hands on the game!!

A quick question regarding armoured units. Are you able to orientate the turret away from the longitudanal axis of the vehicle? There are times when a platoon is travelling in column where I like to have each second tank concentrating to the left or right of the direction of travel. That is the first tank looking front right quarter, second tank left front quater, third tank right front quarter etc. If this is possible how does it impact on sighting of enemy units for the vehicle?

Looking forward to your reply.

thanks Chorlto.

turret rotation is under the control of the TacAI. however, if you are moving forward and sight an enemy target to the left or right, your turret will turn to engage it. You can also issue facing orders during your orders and reaction phase.

Sighitng is handled using sighitng factors and LOS rays. there are various things that affect sighting and among those are whether your unit is moving, and how fast, whether you are buttoned or not, and it is influenced by whether the target is in your front arc.

Actually, with the tanks basically blind except to the forward view and no chance to see an enemy outside that view, I would think turret facing control to some extent would be important. Espcially with a game that thrives on platoon orders and formations.

ORIGINAL: Chorlto A quick question regarding armoured units. Are you able to orientate the turret away from the longitudanal axis of the vehicle? There are times when a platoon is travelling in column where I like to have each second tank concentrating to the left or right of the direction of travel. That is the first tank looking front right quarter, second tank left front quater, third tank right front quarter etc. If this is possible how does it impact on sighting of enemy units for the vehicle?

Looking forward to your reply.

Sorry, you can't do that. That type of move is usually used by a road column. But, you hardly every move in a column as you know the enemy is within the limits of the map so usually the tanks deploy in linear formation.